Framework consists of 120 tiles, with each player starting with 22 tokens. On a turn, the lead player draws and reveals one more tile than the number of players. Each player in turn selects a tile, with the lead player being forced to take the final tile.
When you take a tile, place it adjacent to at least one other tile in your display, then see whether you complete any tasks on your tiles; each time you do, cover that task with a token. Tiles contain 0-3 frames and 0-3 tasks, with each of these coming in four colors. A task might be, for example, a green 3, and to complete the task, the tile bearing this task must be part of a set of three tiles that have green frames, whether directly or via an orthogonal chain of connection with tiles that have green frames.
Tasks might be two colors, e.g., red and brown, which means that both frame colors can be used to satisfy the task. Alternatively, a task might be 4 yellow or 4 brown. Also, conditional tasks exist in which you must first complete one task before you can complete the second one.
Whoever first places all of their tokens wins. Framework also includes a solo game in which you attempt to place all of your tokens in an area of tiles that is as close to a 5x5 grid as possible.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we own a copy of that and we've never played our copy
- we're a family of collectors
- we could probably play that during the gameon ship
- it's going to be awesome we're going to have so much fun
- return to Dark Tower and we've never played our copy
References (from this video)
- streamlined drafting with a satisfying puzzle
- colorblind friendly design improvements
- tight, accessible yet deep engine-building potential
- weight may still be challenging for very casual players
- can require careful planning several turns ahead
- optimal tableau construction through drafting
- abstract tile drafting with color cues
- mechanics-driven puzzle with minimal narrative
- Nova Luna
- Sagani
Mechanics (from transcript analysis)
- bag_drafting — tiles are drawn from a bag to determine options
- tableau_building — players build a personal layout to complete tasks and scoring
- tile_drafting — draft tiles from a shared pool/bag to build a tableau
Video topics + discussion points
Quotes (from this video)
- it's the easiest thing in the world i should just get better at my job
- "the storyteller's job isn't for either side to wins almost like a dm in a dnd session; their goal is to make for an epic conclusion"
- i'm elbow deep in bloodstone tidal blades 2 banner festival
- you're basically space Uber or space lift
- cash grab means that you put no or little effort into a product and then you over price it
References (from this video)
- Satisfying combos and tight puzzle
- Faster, punchier drafting and play
- Improvements over Nova Luna in pacing and objective variety
- Great sense of progression and tension
- Visuals may be drab compared with Nova Luna
- Color differentiation can be challenging for colorblind players
- constructing an evolving network of tiles to meet objectives
- personal tableau/puzzle-building in your own play area
- abstract puzzle with objective-driven scoring
- Nova Luna
- Sagani
- Acropolis
Mechanics (from transcript analysis)
- multi-objective scoring — fulfill multiple spatial requirements to maximize points
- tile drafting — draw several tiles and select one (flow akin to raft drafting)
- tile placement to form networks — place tiles to create continuous structures to meet objectives
- variable objectives / patterning — tiles can have multiple categories on a single tile
Video topics + discussion points
Quotes (from this video)
- Framework is a wonderful player game
- I would play this one anytime anywhere I think it's that good
- it's probably my favorite UV Rosenberg game
- I would play this one anytime anywhere I think it's that good
- I am a big fan of abstract strategy games after all
- it is an absolute joy to play
- one of the best games I have played this year
- out of print
References (from this video)
- drafting system is more streamlined than similar titles
- clear lineage to Nova Luna; improves on some wrinkles
- accessible to fans of Rosenberg's other puzzly games
- aesthetics are less striking than Nova Luna
- some tasks can feel gated by color distribution
- tile-building constraints that create patterns
- abstract tiling puzzle with weaving tasks
- puzzly optimization with drafting
- Nova Luna
- Acropolis
Mechanics (from transcript analysis)
- pattern completion — complete patterns for points while managing color demands
- tile drafting — draw tiles in a streamlined draft and place to meet tile requirements
- tile placement — place tiles to fulfill multiple color/shape requirements for scoring
Video topics + discussion points
Quotes (from this video)
- it's a pure abstract very family weight game
- I like it a lot
- gorgeous looking game with some amazing production choices
- the drafting system is much more streamlined
- they are all for the better
- it's a bit of a cult favorite
References (from this video)
- Satisfying cascade of completed tasks
- Clear path to strategic achievement
- Streamlined pattern-building
- Can be unforgiving for new players
- Potential analysis-paralysis for shy players
- organization, construction, and optimization of space
- abstract pattern-building in a modular grid using frames and task tiles
- procedural puzzle with a focus on logical adjacency
- Habitats
- Nova Luna
Mechanics (from transcript analysis)
- follow-through adjacency — a tile's value/finish depends on adjacent tiles in a continuous chain
- Pattern-building / set collection — completing task tiles by matching required frame types
- tile/board construction — placing frame tiles and task tiles to form connected groups
Video topics + discussion points
Quotes (from this video)
- There's a lot of games out there that I feel like you do stuff you're like, 'Ooh, I feel like you figured that out.'
- It just makes you feel clever as you build out this thing and start really cascading finishing those tasks.
- This is a game where you are going to be doing actions by putting these kind of double-sided hexom tiles into this cauldron.
References (from this video)
- Clever Rosenberg design with good depth
- Network-based scoring feels tight and engaging
- Aesthetics can feel drab compared to newer visuals
Mechanics (from transcript analysis)
- Drafting / selection — draft elements to optimize network growth and scoring
- tile placement — build a network of frames using tiles that create scoring opportunities
Video topics + discussion points
Quotes (from this video)
- an ultra streamlined deduction Style game that's definitely different to your traditional kind of logical deduction games
- I really like this one
- guaranteed some laugh out loud moments
- it's just a very charming, breezy, enjoyable game
- one of the best abstract games that I've played this year
- this game is as good as an abstract game can get in my opinion
- massive brain burner puzzle as you trying to optimally place every single card
- it's such an easy game to teach and learn
- this is one of the best simple dice games that I have
- ratings for this game have just gone up and up and up
- my favorite Uwe Rosenberg game
- The Network's become pretty big actually
- this game is almost perfect
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a beautiful kind of story
- you need to play with the right group
- it's not cute
- it's like comfort food games
- the rules are simple
- oh my god it's so good
- it's a ramp... chaos
- this is an easy one to just flick some discs around